VGC 15 Creative and Underrated Sets Thread

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Laurel

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OP stolen & adapted from Ginganinja
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Standard and common sets are generally effective. After all, that's why they're common and standard. But sometimes a less-common set can be effective. In fact, brand-new sets can be quite effective as well. This thread is for new and creative movesets that can be quite effective, as well as old movesets that have fallen out of favor but have become quite effective in the VGC 15 metagame.

What is a new and creative, good moveset?
  • It successfully pulls off a role, and is not strictly outclassed by others.
  • It takes advantage of metagame trends.
  • It has had some success. Post replays / logs to strengthen your case.
What is an underrated, good moveset?
  • It is an existing set that for whatever reason isn't common.
  • Its use is meant to prey on specific facets of the metagame.
  • It might be able to surprise and demolish Pokemon that normally counter the usual sets, but does not become a gimmick in order to do so.
If you post a shitty gimmick, your post will be deleted and infracted, NO EXCEPTIONS.

What are some things that constitute a shitty gimmick?
  • Using a Pokemon that has no business being used in VGC 15, for the sake of using it in VGC.
  • Movesets that are inferior and ineffective compared to existing movesets, or use an obscure move for the sake of hitting an even more obscure check or counter.
  • Movesets that are utterly impractacle or are horribly outclassed by another Pokemon.
  • This is a VGC 15 thread. Don't post some Lugia set.
A shitty gimmick is not limited to the above, though. To quote Potter Stewart, "I know it when I see it."

Basically, don't be this guy:

Specs Blissey:

Blissey (F) @ Choice Specs
Ability: Natural Cure (or Serene Grace for 60% paralyze, 20% burn, 20% freeze)
EVs: 252 HP / 4 Spd / 252 SAtk
Modest Nature
- Fire Blast
- Thunder
- Focus Blast
- Blizzard

For a special wall, Blissey hits surprisingly hard, reaching a special attack stat of 410 after all is added up. The movepool is to ensure that blissey hits as hard as possible, but some moves can be swapped out if they must (ice beam for blizzard, thunderbolt for thunder, etc.). This combination hits 10 out of 18 types super effectively. This set also makes a very good special tank and will catch many things like ferrothorn off guard.

And just for fun:

252+ SpA Choice Specs Blissey Fire Blast vs. 0 HP / 4- SpD Normal Type Goomy: 192-226 (83.1 - 97.8%) -- guaranteed 2HKO
Blissey measures a .83 - .98 on the Goomy Scale.

Basically what this means is you have to rely on super effective hits. Still, the set is effective and it's worth a try.

Rules:
  • NO SHITTY GIMMICKS. The title says it all. They don't add any positives to the discussion and only derail the thread. These posts may be subject to being deleted. Repeated offenses may result in further action. Just because this thread isn't heavily modded doesn't mean its okay to break this rule.
  • Make sure the set is actually underrated. There's no need to post a set that everyone and their mom uses. These posts are subject to the same consequences as shitty gimmicks.
  • This is for VGC 15.
  • Multiple replays are now required for new and creative sets.
Party hard
 
thundurus.gif

Thundurus @ Chesto Berry
Ability: Prankster
Level: 50
EVs: 252 HP / 116 Def / 44 SpA / 68 SpD / 28 Spe
Bold Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Rest

In trading Taunt for ChestoRest Thundurus is able to recover itself fully in one turn. Simply put the main problem with this set is how weak to Knock Off it is, unlike Sitrus Berry sets Knock Off not only removes Thundurus' recovery it also wastes a moveslot. The loss of taunt somewhat worsens a few of Thundurus' match-ups, Amoonguss and Breloom particularly, however, other than those Thundurus is capable of functioning mostly the same. What Rest has over Sitrus berry is how it effects XHKOes. For instance Adamant Choice Scarf Landorus needs to hit 5 Rock Slide as opposed to 3, in order to be able to KO Thundurus. This greater durability allows Thundurus to more reliably spread Thunder Waves and take on Landorus-T than otherwise possible. Rest can be conserved so that Thundurus has a much better late game than otherwise possible. Supporting this Thundurus is pretty much the same as supporting any other Thundurus, however, bringing a Pokemon with a Taunt might be nice. While weaker to Knock Off, this set has a stronger late game and a better Landorus-T match-up.
 
I kinda like Golbat

Less of an underrated set as it is an underrated mon.

Golbat @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 140 Def / 120 SpD
Impish Nature
- Brave Bird
- Super Fang / Roost
- Tailwind
- Taunt / Quick Guard / Toxic / Torment

Golbat is stupidly tanky, and allows for a pretty good check to Fairy types, and to Amoonguss and Cresselia

Brave Bird is a really strong move, even with no investment, and is a staple. Super Fang is incredibly useful against RestTalkers, or against very bulky pokemon like Venusaur-Mega who can always seem to keep their HP above half, though Roost supplements Golbat's own tankiness. Tailwind is an amazing support move, not only guaranteeing Golbat's speed, but allowing a slower partner extra speed to give the first hit. Taunt or Toxic are my two favorite in the last spot, as infiltrator helps with Toxic and Taunt shuts down setup sweepers and defensive mons, but Quick Guard can be useful against Sucker Punch or Talonflame. Torment is another underrated move that keeps the opponent from spamming things like Hyper Voice or Double Edge to win. It often buys you an extra turn to set up, half the opponent's HP, or switch if needed into an easier ally. It is a support pokemon through and through, but works wonders with its tankiness, and having a whole bunch of niches at its disposal helps it fill what it needs to.

252+ Atk Choice Band Landorus-T Rock Slide vs. 248 HP / 140+ Def Eviolite Golbat: 78-92 (43 - 50.8%) -- 2% chance to 2HKO
252+ SpA Mega Gardevoir Psychic vs. 248 HP / 120 SpD Eviolite Golbat: 150-176 (82.8 - 97.2%) -- guaranteed 2HKO
(0 Atk Golbat Brave Bird vs. 4 HP / 0 Def Mega Gardevoir: 81-96 (56.2 - 66.6%) -- guaranteed 2HKO)
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 248 HP / 120 SpD Eviolite Golbat: 40-48 (22 - 26.5%) -- 11.9% chance to 4HKO
252+ SpA Mega Charizard Y Overheat vs. 248 HP / 120 SpD Eviolite Golbat in Sun: 156-184 (86.1 - 101.6%) -- 12.5% chance to OHKO
252+ SpA Choice Specs Hydreigon Draco Meteor vs. 248 HP / 120 SpD Eviolite Golbat: 129-153 (71.2 - 84.5%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 248 HP / 140+ Def Eviolite Golbat: 96-114 (53 - 62.9%) -- guaranteed 2HKO

0 Atk Golbat Brave Bird vs. 252 HP / 180 Def Amoonguss: 120-144 (54.2 - 65.1%) -- guaranteed 2HKO after Black Sludge recovery
 
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I've been recently trying to get some use out of Exploud.

Exploud (M) @ Life Orb
Ability: Scrappy
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Boomburst
- Fire Blast
- Ice Beam
- Protect

This is a set that offers an alternative for those who want to move away from the Generic specs set we usually get. Protect gives you the flexibility to avoid taking a KO in the first turn while your support sets up Trick Room/ Screens. It also allows you to predict and counter double targeting, as that tends to happen when you slap an Exploud on the field. With speed/ damage control behind it, Boomburst is an absolutely devastating force that can be brought in early game to really punch some holes/ score some KOs. In particular frail Hyper offense teams will take quite heavy losses. If you want to go down the specs route, feel free to replace Protect with Focus Blast/ Surf. Fire Blast takes out annoying Steel types, and Ice beam is for coverage.

EVs are put in to optimise bulk and offense. If anyone has some better spreads, let me know!

You have to be careful with using it though, as it will likely KO your own pokemon as well. It is suggested you bring Telepathy/ Soundproof support or even something that resists Normal attacks if you can't manage that (such as rock or steel). In particular something like screens Gardevoir can be quite handy if you aren't running Trick room. If you're looking for a Trick room setter with good Synergy, Musharna has Telepathy and can run Trick Room. In terms of cleanup, you can use Priority/ Fast sweepers or other Trick Room sweepers depending on your preference.
 
I've been recently trying to get some use out of Exploud.

Exploud (M) @ Life Orb
Ability: Scrappy
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Boomburst
- Fire Blast
- Ice Beam
- Protect

This is a set that offers an alternative for those who want to move away from the Generic specs set we usually get. Protect gives you the flexibility to avoid taking a KO in the first turn while your support sets up Trick Room/ Screens. It also allows you to predict and counter double targeting, as that tends to happen when you slap an Exploud on the field. With speed/ damage control behind it, Boomburst is an absolutely devastating force that can be brought in early game to really punch some holes/ score some KOs. In particular frail Hyper offense teams will take quite heavy losses. If you want to go down the specs route, feel free to replace Protect with Focus Blast/ Surf. Fire Blast takes out annoying Steel types, and Ice beam is for coverage.

EVs are put in to optimise bulk and offense. If anyone has some better spreads, let me know!

You have to be careful with using it though, as it will likely KO your own pokemon as well. It is suggested you bring Telepathy/ Soundproof support or even something that resists Normal attacks if you can't manage that (such as rock or steel). In particular something like screens Gardevoir can be quite handy if you aren't running Trick room. If you're looking for a Trick room setter with good Synergy, Musharna has Telepathy and can run Trick Room. In terms of cleanup, you can use Priority/ Fast sweepers or other Trick Room sweepers depending on your preference.

It has enough Speed to work in Tailwind, so you could pull some EVs out of HP -> Speed and run it with a Telepathy Noivern. Super Fang and Draco Meteor would probably help break down bulkier mons and open some KO's too. You've got shouting and dragons, what more do you need in life?
 
I've been playing around with Gyarados lately, and I'm not sure why it doesn't get more love tbqh. I started using it while looking for a reliable Mega and physical attacker who didn't open up the team to a Lando-T weakness.

Gyarados @ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Dragon Dance
- Protect

Yeah, not a creative set in the slightest, but still effective. Jolly nature to beat Adamant Lando-T so after a DD you can outspeed Scarf variants and OHKO. Intimidate is a seriously good ability, especially given that Mega Gyara doesn't mind the common Defiant/Competitive mons. Isn't really threatened by Bisharp (+1 Iron Head/Sucker Punch isn't a 2HKO) and the worst Milotic can do is try to burn you with Scald. Mold Breaker EQ lets you hit Rotom forms, Gengar and levitating Dragons. Pair it up with something to beat Grass types (*cough*Talonflame*cough*) and some redirection support from Amoonguss and/or Lightningrod mons like Raichu or Rhyperior (or just use Pachirisu if you're a champ).
 
059.png

Arcanine @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed

This Arcanine set throws a twist on the traditional bulky Arcanine by allowing it pressure teams with tremendous damage output. Most people expect Arcanine to just sit back and fire off Will-o-Wisps and Snarls to whittle down teams, but this Arcanine takes them by surprise by landing significant KO that it would not ordinarily be able to do. For example, Bulky Arcanine can't do anything to Heatran besides hitting it with Snarl, but still loses eventually to multiple Earth Powers. CB Arcanine is able to OHKO Heatran right off the bat with Close Combat barring any Intimidate neuters. Max Attack and Max Speed are preferred as any bulk hardly matters when Arcanine has two recoil moves. The speed also allows you to outspeed non-scarfed Adamant Landorus-T, Jolly Mamoswine, Jolly Gyarados, and most other pokemon in that speed tier. Of course, don't expect this Arcanine to last too long as its very easy to whittle down from both its recoil moves and the inability to protect against Fake Out and other priority moves. Regardless of these issues, CB Arcanine is still a fun set and I would recommend it for anyone who has been looking for a strong fire type for their team.

Relevant calcs
Flare Blitz:
-1 252+ Atk Choice Band Arcanine Flare Blitz vs. 164 HP / 4 Def Landorus-T: 109-129 (58.9 - 69.7%) -- guaranteed 2HKO
252+ Atk Choice Band Arcanine Flare Blitz vs. 252 HP / 0 Def Aegislash-Shield: 212-252 (126.9 - 150.8%) -- guaranteed OHKO
252+ Atk Choice Band Arcanine Flare Blitz vs. 92 HP / 116 Def Sylveon: 180-213 (98.9 - 117%) -- 93.8% chance to OHKO
252+ Atk Choice Band Arcanine Flare Blitz vs. 252 HP / 252+ Def Amoonguss: 270-320 (122.1 - 144.7%) -- guaranteed OHKO
252+ Atk Choice Band Arcanine Flare Blitz vs. 44 HP / 44 Def Mega Metagross: 206-246 (127.9 - 152.7%) -- guaranteed OHKO
252+ Atk Choice Band Arcanine Flare Blitz vs. 244 HP / 116 Def Thundurus: 172-204 (92.9 - 110.2%) -- 56.3% chance to OHKO
Wild Charge:
252+ Atk Choice Band Arcanine Wild Charge vs. 252 HP / 4+ Def Suicune: 122-144 (58.9 - 69.5%) -- guaranteed 2HKO
252+ Atk Choice Band Arcanine Wild Charge vs. 196 HP / 20 Def Azumarill: 176-208 (88 - 104%) -- 25% chance to OHKO
252+ Atk Choice Band Arcanine Wild Charge vs. 236 HP / 196+ Def Togekiss: 118-140 (62.1 - 73.6%) -- 99.6% chance to 2HKO after Sitrus Berry recovery
ExtremeSpeed:
252+ Atk Choice Band Arcanine Extreme Speed vs. 4 HP / 0 Def Talonflame: 89-105 (57.7 - 68.1%) -- guaranteed 2HKO
252+ Atk Choice Band Arcanine Extreme Speed vs. 4 HP / 0 Def Breloom: 80-95 (58.8 - 69.8%) -- guaranteed 2HKO
252+ Atk Choice Band Arcanine Extreme Speed vs. 4 HP / 0 Def Latios: 80-95 (51.6 - 61.2%) -- guaranteed 2HKO
252+ Atk Choice Band Arcanine Extreme Speed vs. 108 HP / 0 Def Ludicolo: 90-106 (53.2 - 62.7%) -- guaranteed 2HKO
Close Combat
252+ Atk Choice Band Arcanine Close Combat vs. 252 HP / 4 Def Heatran: 192-226 (96.9 - 114.1%) -- 81.3% chance to OHKO
252+ Atk Choice Band Arcanine Close Combat vs. 4 HP / 0 Def Mega Kangaskhan: 202-238 (111.6 - 131.4%) -- guaranteed OHKO
252+ Atk Choice Band Arcanine Close Combat vs. 84 HP / 140 Def Mega Kangaskhan: 176-208 (92.1 - 108.9%) -- 50% chance to OHKO
252+ Atk Choice Band Arcanine Close Combat vs. 252 HP / 44 Def Rotom-W: 90-107 (57.3 - 68.1%) -- 58.2% chance to 2HKO after Sitrus Berry recovery
 
image.jpg

Cofigrigus Leftovers
Ability: Mummy
EVs- 252 HP, 204 Def, 12 SpD
Relaxed Nature
-Trick Room
-Ally Switch
-Shadow Ball
-Will-o'-Wisp

Cofigrigus is a very bulky, very slow mon. This makes it a terrific Trick Room setter. Under it, it's faster than practically every viable mon in VGC. Due to this, it can use Ally Switch very well. Ally Switch is a very underrated move; with it, Cofigrigus can take hits for its frailer teammate and remove that attacker's ability. The rest is standard: Shadow Ball for stab, WoW for support.
 
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~Cofagrigus~
I'd like to suggest a different EV spread than the one you gave.

Cofagrigus w/ Leftovers
252 HP, 204 Def, 12 SpD
Relaxed Nature

These EVs + nature allow Cofagrigus to survive Knock Off from Choice Band Jolly Bisharp and Dark Pulse from the standard Choice Scarf Hydreigon set. You can put the rest of the EVs into SpA for Shadow Ball to hit harder or into Def/SpD for more bulk.
 
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I'd like to suggest a different EV spread than the one you gave.

Cofagrigus w/ Leftovers
252 HP, 204 Def, 12 SpD
Relaxed Nature

These EVs + nature allow Cofagrigus to survive Knock Off from Choice Band Jolly Bisharp and Dark Pulse from the standard Choice Scarf Hydreigon set. You can put the rest of the EVs into SpA for Shadow Ball to hit harder or into Def/SpD for more bulk.

Alright. I didn't customize the spread, I just used the one the Showdown suggested.
 
Underrated? I'll show you underrated:
pidgeot.gif


Pidegeot@pidgeotite
Ability: Keen Eye
EVs: 220HP, 36Def, 252Spd
-Hurricane
-Protect
-Roost
-Featherdance

With Featherdance and a healthy bulk investment, Pidgeot checks/counters all three S-rank mons (Mega Kangaskhan, Landorus-T, and Mega Salamence).

Mega pidgeot outspeeds all three, even positive natured max speed Mega Salamence (by 1 point, both before and after mega evolution). And as for Scarf Landorus, well...

252 Atk Landorus-T Rock Slide vs. 220 HP / 36 Def Mega Pidgeot: 78-94 (41.9 - 50.5%) -- 2% chance to 2HKO
252+ Atk Landorus-T Rock Slide vs. 220 HP / 36 Def Mega Pidgeot: 88-104 (47.3 - 55.9%) -- 76.6% chance to 2HKO

After a featherdance, rockslide slips to a 3/4HKO, and with roost, mega Pidgeot is pretty difficult for landorus to wear down. Salamence is outsped, and if you can get a feather dance off before it dragon dances up, it can't break mega-pidgeot:

(Neutral) 252 Atk Aerilate Mega Salamence Double-Edge vs. 220 HP / 36 Def Mega Pidgeot: 165-195 (88.7 - 104.8%) -- 31.3% chance to OHKO
-2 252 Atk Aerilate Mega Salamence Double-Edge vs. 220 HP / 36 Def Mega Pidgeot: 84-99 (45.1 - 53.2%) -- 30.9% chance to 2HKO

The second scenario is much more likely, if you can prevent the dragon dance going off in the first place, or FD on the DD.

It should also be noted that mega-metagross is outsped and effectively neutered by featherdance. Of the top tier megas, only charizard Y is a major threat, and even uninvested, Mega Pidgeot's special attack can hit 155:

0 SpA Mega Pidgeot Hurricane vs. 0 HP / 12 SpD Mega Charizard Y: 70-84 (45.7 - 54.9%) -- 57% chance to 2HKO

Also worthwhile to note is that Pidgeot outspeeds scarf Tyranitar, Scarf Excadrill, Terrakion, and Garchomp, and is not OHKO'd by any of them, even without featherdance. Choice band Talonflame also fails to pick up the OHKO.

It's pretty much hard-walled by most Rotom formes and especially by Thundurus or mega Manectric, but as underrated goes, how does neutering the top dozen or so pokemon in the game sound for being underrated?
 
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Underrated? I'll show you underrated:
pidgeot.gif


Pidegeot@pidgeotite
Ability: Keen Eye
EVs: 220HP, 36Def, 252Spd
-Hurricane
-Protect
-Roost
-Featherdance

With Featherdance and a healthy bulk investment, Pidgeot checks/counters all three S-rank mons (Mega Kangaskhan, Landorus-S, and Mega Salamence).

Mega pidgeot outspeeds all three, even positive natured max speed Mega Salamence (by 1 point, both before and after mega evolution). And as for Scarf Landorus, well...

252 Atk Landorus-T Rock Slide vs. 220 HP / 36 Def Mega Pidgeot: 78-94 (41.9 - 50.5%) -- 2% chance to 2HKO
252+ Atk Landorus-T Rock Slide vs. 220 HP / 36 Def Mega Pidgeot: 88-104 (47.3 - 55.9%) -- 76.6% chance to 2HKO

After a featherdance, rockslide slips to a 3/4HKO, and with roost, mega Pidgeot is pretty difficult for landorus to wear down. Salamence is outsped, and if you can get a feather dance off before it dragon dances up, it can't break mega-pidgeot:

(Neutral) 252 Atk Aerilate Mega Salamence Double-Edge vs. 220 HP / 36 Def Mega Pidgeot: 165-195 (88.7 - 104.8%) -- 31.3% chance to OHKO
-2 252 Atk Aerilate Mega Salamence Double-Edge vs. 220 HP / 36 Def Mega Pidgeot: 84-99 (45.1 - 53.2%) -- 30.9% chance to 2HKO

The second scenario is much more likely, if you can prevent the dragon dance going off in the first place, or FD on the DD.

It should also be noted that mega-metagross is outsped and effectively neutered by featherdance. Of the top tier megas, only charizard Y is a major threat, and even uninvested, Mega Pidgeot's special attack can hit 155:

0 SpA Mega Pidgeot Hurricane vs. 0 HP / 12 SpD Mega Charizard Y: 70-84 (45.7 - 54.9%) -- 57% chance to 2HKO

Also worthwhile to note is that Pidgeot outspeeds scarf Tyranitar, Scarf Excadrill, Terrakion, and Garchomp, and is not OHKO'd by any of them, even without featherdance. Choice band Talonflame also fails to pick up the OHKO.

It's pretty much hard-walled by most Rotom formes and especially by Thundurus or mega Manectric, but as underrated goes, how does neutering the top dozen or so pokemon in the game sound for being underrated?

This + Raichu, do it. Fake Out for free cripple / tailwind, Nuzzle + Hurricane for hax advantage, and Rotom/Thundy/Zapdos/Manectric aren't accomplishing anything.
Also bulky Char-Y is a thing now so that 2HKO from Hurricane shouldn't be banked on; confusion increases the chance a fair bit though.
Mega Mawile concerns it a bit though:
-2 252+ Atk Huge Power Mega Mawile Play Rough vs. 220 HP / 36 Def Mega Pidgeot: 84-99 (45.1 - 53.2%) -- 30.9% chance to 2HKO
 
This + Raichu, do it. Fake Out for free cripple / tailwind, Nuzzle + Hurricane for hax advantage, and Rotom/Thundy/Zapdos/Manectric aren't accomplishing anything.
Also bulky Char-Y is a thing now so that 2HKO from Hurricane shouldn't be banked on; confusion increases the chance a fair bit though.
Mega Mawile concerns it a bit though:
-2 252+ Atk Huge Power Mega Mawile Play Rough vs. 220 HP / 36 Def Mega Pidgeot: 84-99 (45.1 - 53.2%) -- 30.9% chance to 2HKO


This looks so awesome, but is there any way to throw Heat Wave on this set? I'm not sure that it's necessary, but if you run this you definitely need something to counter Heatran. Terrakion I think would pair well with Raichu and Pidgeot. I think I might try to experiment around this core :-)
 
It has enough Speed to work in Tailwind, so you could pull some EVs out of HP -> Speed and run it with a Telepathy Noivern. Super Fang and Draco Meteor would probably help break down bulkier mons and open some KO's too. You've got shouting and dragons, what more do you need in life?

I was pondering earlier on what kind of Noivern set you would run with this. As a (probably poor) set, maybe a Focus sash with 252 Sp. Attack and Speed? Also, would you run Tailwind on it? I'm not sure I would because it seems like a bit too much for Noivern to do all in one go, given it's pretty low bulk.
 
I was pondering earlier on what kind of Noivern set you would run with this. As a (probably poor) set, maybe a Focus sash with 252 Sp. Attack and Speed? Also, would you run Tailwind on it? I'm not sure I would because it seems like a bit too much for Noivern to do all in one go, given it's pretty low bulk.

Oh, no. More like this:

noivern.gif


Noivern @ Yache Berry
Timid, 252 HP, 4 Def, 20 Sp. Atk, 4 Sp. Def, 236 Speed
Ability: Telepathy

- Draco Meteor
- Tailwind
- Roost / Taunt
- Super Fang

Fast and decently bulky. Speed outruns max Speed Alakazam / Mega Salamence, as there's not much point running max unless you're paranoid about Greninja. 252 HP / 4 def prevents MegaMence from KOing with Return, while 12 Sp. Atk increases your chance of KOing MegeMence by about 20%:

12 SpA Noivern Draco Meteor vs. 0 HP / 0 SpD Mega Salamence: 158-188 (92.9 - 110.5%) -- 62.5% chance to OHKO
252+ Atk Aerilate Mega Salamence Return vs. 252 HP / 4 Def Noivern: 160-190 (83.3 - 98.9%) -- guaranteed 2HKO
252 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 4 Def Noivern: 171-202 (89 - 105.2%) -- 37.5% chance to OHKO

Noivern is fast as fuck, so it doesn't have much trouble setting up Tailwind. Between Roost and Taunt, Roost lets you stick around longer and reduce your Ice/Electric/Rock damage. Noivern also has a sultry niche in being able to Roost next to an EQ user like Excadrill, so it really opens the door for an EQ spammer to crush Rock/Steel types. Taunt lets you stop Suicune and Zapdos from setting up Tailwind, and Trick Room as well.

Super Fang lets Noivern deal damage to bulky mons like Cress and Suicune, open up KO's for teammates, and do something after crippling itself with Draco / not cripple itself. I guess you could Air Slash as STAB too; Dragon Pulse is such absolute shit that it should never be used.

I use this a lot in the Maison, its a great supporter and lets me spam Lava Plume / EQ / Surf which is something Crobat doesn't let you do. Which is very important since Crobat does everything Noivern does better.
 
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Oh, no. More like this:

noivern.gif


Noivern @ Yache Berry
Timid, 252 HP, 4 Def, 20 Sp. Atk, 4 Sp. Def, 236 Speed
Ability: Telepathy

- Draco Meteor
- Tailwind
- Roost / Taunt
- Super Fang

Fast and decently bulky. Speed outruns max Speed Alakazam / Mega Salamence, as there's not much point running max unless you're paranoid about Greninja. 252 HP / 4 def prevents MegaMence from KOing with Return, while 12 Sp. Atk increases your chance of KOing MegeMence by about 20%:

12 SpA Noivern Draco Meteor vs. 0 HP / 0 SpD Mega Salamence: 158-188 (92.9 - 110.5%) -- 62.5% chance to OHKO
252+ Atk Aerilate Mega Salamence Return vs. 252 HP / 4 Def Noivern: 160-190 (83.3 - 98.9%) -- guaranteed 2HKO
252 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 4 Def Noivern: 171-202 (89 - 105.2%) -- 37.5% chance to OHKO

Noivern is fast as fuck, so it doesn't have much trouble setting up Tailwind. Between Roost and Taunt, Roost lets you stick around longer and reduce your Ice/Electric/Rock damage. Noivern also has a sultry niche in being able to Roost next to an EQ user like Excadrill, so it really opens the door for an EQ spammer to crush Rock/Steel types. Taunt lets you stop Suicune and Zapdos from setting up Tailwind, and Trick Room as well.

Super Fang lets Noivern deal damage to bulky mons like Cress and Suicune, open up KO's for teammates, and do something after crippling itself with Draco / not cripple itself. I guess you could Air Slash as STAB too; Dragon Pulse is such absolute shit that it should never be used.

I use this a lot in the Maison, its a great supporter and lets me spam Lava Plume / EQ / Surf which is something Crobat doesn't let you do. Which is very important since Crobat does everything Noivern does better.

Looks pretty good! I'll give it a run and let you know how I get on!

EDIT:

So to partner with Noivern, I made an Exploud which I think pairs nicely with it!

exploud.gif


Exploud @ Life Orb
Ability: Scrappy
Level: 50
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Boomburst
- Fire Blast
- Ice Beam
- Protect

So this Exploud is the same Exploud that I created before, but now i've updated the EV spread! 100 speed brings Exploud's speed to 101, meaning that under Tailwind it will be able to outspeed and destroy Mega Genger before it causes too much trouble. Noivern's Tailwind allows the pair to dent opponents with Super Fang, before Exploud drops the bass on their heads. Outside of Tailwind, Exploud's middling speed allows it to operate somewhat well inside Trick Room. If Noivern prevents the Trick Room setup using Taunt, Exploud won't need Tailwind in order to start blasting holes into the opposing team.

Team options for this pair include Heatran, as his fairly decent bulk and Type resistance to Boomburst means he can sit in quite happily. If you decide to run Soundproof instead of Scrappy you can also use Mega Gengar for a core that neuters Sylveon and Gardevoir quite well. However you will need an answer to fend off Gengars yourself.
 
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Hey ya'll! I'm relatively new to VGC but I'd like to put in my two cents nonetheless. Here's a set I've had some decent success with coupled with a semi-TR team. Mega Slowbro doesn't really get a lot of play which is kinda sad because it has decent offenses coupled with insane defenses. It helps destroy a lot of threats and can sweep under TR. I prefer it over Cress as a TR setter as it is more offensive and can destroy offense.

Slowbro @ Slowbronite
Ability: Oblivious / Regenerator
Level: 50
EVs: 248 HP / 108 Def / 52 SpA / 100 SpD
Sassy Nature
IVs: 0 Spe
- Scald / Hydro Pump
- Ice Beam
- Trick Room
- Slack Off / Protect

Slowbro's ability can be substituted if you like though I prefer oblivious to make Thundy's beware (not that you should stay in on a thundurus). Scald is great stab with that awesome chance to burn, Though hydro pump can secure more 2HKOs. I chose Ice Beam over Psyshock as it doesn't hit that much in the Meta besides... SpD Rotom-W and Conk? Ice is probably the most quintessential attacking type in the Meta and it's a shame not to have it. The choice between slack off and protect is yours alone to make. It's just preference, though I run protect a bit more. The EV spread and Nature are a bit odd. The spread allows Brah to survive a Thunderbolt from Max SpA Manectric, a Solar Beam from Modest YZard, Withstand two Adamant Bisharp (not LO) SPs, two Double Edges from Jolly 252 Mence, two Sucker Punches from Adamant Mega-Kang, and TWO OUTRAGES FROM ZARDX! I know that's not much but with TR and at full health The Brobama himself wins the duel... Kinda. Just don't send him in against Serene Grace Technician Breloom or LO Thundurus and you'll be fine. This guy is a great partner to Conkeldur (I run flame orb) or any other decently slow Pók like Aegislash.

Pretty meta, I'd say
 
Sorry if this counts as necro-posting, but it is very relevant for the thread, so I hope it's okay

charizard-mega-y.gif

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Fire Blast
- Protect

This is a nice tweak that I have used on Zard Y for the last 3 months or so, after my brother showed it to me for the first time, and I've been loving it. People come with their Wide Guard Aegislash thinking that they are about to block this Heat wave, or at least if he has Overheat it will be forced to switch out afterwards, but nope. Your Aegislash is toast and I do not have to switch out in any way. This is awesome for nuking slightly fatter targets when you feel like it is more important than getting the spread damage, and nobody sees Fire Blast coming. Flamethrower is also an option, but it does not OHKO 4 HP Kangaskhan, which is kind of big. It does not miss the target a significant amount more than Overheat either, so I honestly think this is better than Overheat, since the slight power drop does not matter that much when you can actually deal this damage twice in a row.
 
Sorry if this counts as necro-posting, but it is very relevant for the thread, so I hope it's okay

charizard-mega-y.gif

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Fire Blast
- Protect

This is a nice tweak that I have used on Zard Y for the last 3 months or so, after my brother showed it to me for the first time, and I've been loving it. People come with their Wide Guard Aegislash thinking that they are about to block this Heat wave, or at least if he has Overheat it will be forced to switch out afterwards, but nope. Your Aegislash is toast and I do not have to switch out in any way. This is awesome for nuking slightly fatter targets when you feel like it is more important than getting the spread damage, and nobody sees Fire Blast coming. Flamethrower is also an option, but it does not OHKO 4 HP Kangaskhan, which is kind of big. It does not miss the target a significant amount more than Overheat either, so I honestly think this is better than Overheat, since the slight power drop does not matter that much when you can actually deal this damage twice in a row.

Something worth adding: imagine if Hydreigon's Draco Meteor had no detrimental side effect. Imagine instead, that it had a 10% chance of Burning. That's pretty much what you're running.

252+ SpA Mega Charizard Y Fire Blast vs. 252 HP / 0 SpD Mega Kangaskhan in Sun: 180-213 (84.9 - 100.4%) -- 6.3% chance to OHKO
252+ SpA Choice Specs Hydreigon Draco Meteor vs. 252 HP / 0 SpD Mega Kangaskhan: 178-210 (83.9 - 99%) -- guaranteed 2HKO

You also have a shot at 2HKOing 252/84 Cresselia with Sitrus.
252/0 Zapdos gets OHKO'd. Bulky Thundy does not take it well at all.

Single target Fire moves on Zard-Y aren't all that odd though. Seen a lot of them; mostly Flamethrower. I used Fire Pledge for a while, but that's a very different ball of wax. It did give Aegislash a bad day though.
But yeah imo Fire Blast is a lot better, especially if Zard-Y is one of your last 2 remaining pokes. Not seeing what Overheat nails that Fire Blast doesn't.
Still have to get that team together and try this btw.
 
While scrolling I saw a nice Golbat set: so, here's mine :)

golbat.gif

Golbat @Eviolite
Ability: Inner Focus
EVs: 244 HP / 4 Atk / 92 Def / 68 SpD / 100 Spe
Jolly Nature
-Tailwind
-Quick Guard
-Super Fang
-Taunt

So here's the Golbat I'm working on: Tailwind is a useful move to have in a team, and Golbat can easily set it up thanks to its nice bulk it gets with Eviolite; Quick Guard ensures that no Thundurus is going to ruin your day with Taunt/T-Wave; Super Fang is a really nasty move, as it cuts target's HP by 50% (basically crippling it); lastly, Taint is used to stop Trick Room setters that doesn't carry Mental Herb (like Dusclops and Porygon2, to say a couple of examples).

The EVs are studied for the following goals:

- outspeed Jolly Breloom by 1 point, so that Golbat can Tailwind before being Spored;

- make Scarf Adamant Lando-T Rock Slide a 3HKO (33-40% after spread damage reduction);

- live either a Jolly max Atk Tough Claws MegaMetagross Zen Headbutt, or a Modest max SpA MegaGardevoir Psyshock, or even a Timid max SpA Life Orb Thundurus-I Thunderbolt (!)

So that's my Golbat: many people undervalue it in favour of his big brother Crobat, as it has more Speed and can carry Mental Herb/Black Sludge/whatever. However, not everybody knows how bulky can Golbat be ;)

EDIT: I'm gonna pair it with Raichu or MegaSceptile and see Thundurus dying badly lol
 
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I really like using Trick Room M-Gardevoir. I like using it in conjunction with Amoonguss or Scrafty, who can redirect attacks from M-Gardevoir to set up Trick Room.

gardevoir.gif
gardevoir-mega.gif

Gardevoir @ Gardevoirite
Ability: Trace / Pixilate
EVs: 108 HP / 124 Def / 252 SpA / 4 SpDef / 20 Spe
Nature: Modest
- Hyper Voice
- Psychic
- Trick Room
 
I really like using Trick Room M-Gardevoir. I like using it in conjunction with Amoonguss or Scrafty, who can redirect attacks from M-Gardevoir to set up Trick Room.

gardevoir.gif
gardevoir-mega.gif

Gardevoir @ Gardevoirite
Ability: Trace / Pixilate
EVs: 108 HP / 124 Def / 252 SpA / 4 SpDef / 20 Spe
Nature: Modest
- Hyper Voice
- Psychic
- Trick Room
Not as rare now but still powerful.
 
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I thought of something that could contribute to the greater VGC community. So will describe the partners and what their goal is to accomplish. Please bear in mind I had Kangaskhan, Tyranitar, Thundurus and Landorus-T as the rest of the team. So the items accommodate the roles suited for the team.

A Pokemon once seen in VGC back in 2013 but has since little usage due to the much more common Ghost-Type Aegislash. Chandelure has a few roles for the team. It applies offensive pressure as a Trick Room setter and hits common Meta Pokemon super effectively such as Cresselia, Aegislash (with both stabs), Amoongus, Mega Gardevoir and beats Charizard Y (When Flash Fire) but to name a few. It is a good switch in for Fighting and Normal-Type due to the Ghost typing. Safety Goggles or Focus Sash are in my opinion are the best items for Chandelure in this time of the metagame. Since I ran Sand and lacked a decent way other than Chandelure to deal with Amoongus. I went the former item option to improve match ups for my team and the metagame.

Its flaws are that Dark/ Ghost-Types give it strife. Since Ghosts normally out speed or under speed depending on which Ghost and so a Dark-Type is recommended to beat things like Gengar if so faced. It lacks substantial bulk and if it goes down too early. Trainers can be in strife due to how the team relies on it. So one must consider this when using it. It is not frail by any means and with Intimidate support it can last hits and deal enough damage to have a positive mark in a game.

The movepool is basically to make use of its role. Offensive pressure with spread attacks and can get around Wide Guard due to the good neutral coverage of Shadow Ball. Trick Room is interestingly enough seen as a surprise to most trainers even when considering the natural speed of the team. Something which has held up even in the b03's I have done on the team with quality Australian players and quality European players through testing.

A good thing to know note is that the team does not rely on Trick Room as a must. But more in a way to control momentum and bringing an unexpected Trick Room gains it as such. I did run Jolly max speed Kangaskhan so to show the nature of the team. Since Fake Out is always appreciated for Trick Room.

chandelure.gif


Chandelure @ Safety Goggles
Ability: Flash Fire
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Shadow Ball
- Trick Room
- Protect

To the second part of the core. Gastrodon has a good match up with the metagame now since it reliably beats Thundurus (grass knot is not seen on life orb variants anymore), Landorus, Aegislash, Heatran, Salamence and bulky Water-Types. It means between the two they have effective ways of dealing with the majority of the large metagame threats. Both operate in and out of Trick Room via the use of aggressive speed control options such as Thunder Wave. Again something my team used as another mode of control.

Gastrodon does not fare well against Grass-Types (surprise surprise) but Chandelure beats most easily other than ludicolo. But sand helped ease the match up with this little tyke. Intimidate again helps support it in completing the roles it fulfills since it increase bulk.

The spread is mine. I will link an article I did months ago. While possibly out dated due to not being aware of future trends at the time. It effectively describes the spread a bit better so it should help if anyone wanted to know the reasoning behind it. A quick note is the speed ivs do underspeed and ko Aegislash in blade form. So it helps ease match ups against the most common Ghost-Type.

I chose Muddy Water over Scald since for Trick Room this team needs to capitalize if Trick Room is set up. While the accuracy is shaky at best. You pressure switches due to the accuracy drops and if give a boost since Gastrodon seems to get boosted enough then it does stack up damage. Earth Power for accurate stab and Ice Beam to directly pick up Knock Outs.

gastrodon-east.gif


Gastrodon @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 148 HP / 164 Def / 100 SpA / 96 SpD
Modest Nature
IVs: 27 Spe
- Muddy Water
- Earth Power
- Ice Beam
- Protect

I will put in some videos now. If you give me a moment since I don't want to lose my hard work since it looks so lovely. I can't see any text implying that Pokemon together were not allowed. So this should more than be adequate. However if you feel I need to explain something better. Please do let me know and I will my best to comply.

Battle Videos:

http://replay.pokemonshowdown.com/vgc2015-280143353

http://replay.pokemonshowdown.com/vgc2015-280145829

http://replay.pokemonshowdown.com/vgc2015-280154962

I quickly laddered at 4 am aw man. So if they are rubbish battles let me know and I will ladder when I can think better :)
 
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I thought of something that could contribute to the greater VGC community. So will describe the partners and what their goal is to accomplish. Please bear in mind I had Kangaskhan, Tyranitar, Thundurus and Landorus-T as the rest of the team. So the items accommodate the roles suited for the team.

A Pokemon once seen in VGC back in 2013 but has since little usage due to the much more common Ghost-Type Aegislash. Chandelure has a few roles for the team. It applies offensive pressure as a Trick Room setter and hits common Meta Pokemon super effectively such as Cresselia, Aegislash (with both stabs), Amoongus, Mega Gardevoir and beats Charizard Y (When Flash Fire) but to name a few. It is a good switch in for Fighting and Normal-Type due to the Ghost typing. Safety Goggles or Focus Sash are in my opinion are the best items for Chandelure in this time of the metagame. Since I ran Sand and lacked a decent way other than Chandelure to deal with Amoongus. I went the former item option to improve match ups for my team and the metagame.

Its flaws are that Dark/ Ghost-Types give it strife. Since Ghosts normally out speed or under speed depending on which Ghost and so a Dark-Type is recommended to beat things like Gengar if so faced. It lacks substantial bulk and if it goes down too early. Trainers can be in strife due to how the team relies on it. So one must consider this when using it. It is not frail by any means and with Intimidate support it can last hits and deal enough damage to have a positive mark in a game.

The movepool is basically to make use of its role. Offensive pressure with spread attacks and can get around Wide Guard due to the good neutral coverage of Shadow Ball. Trick Room is interestingly enough seen as a surprise to most trainers even when considering the natural speed of the team. Something which has held up even in the b03's I have done on the team with quality Australian players and quality European players through testing.

A good thing to know note is that the team does not rely on Trick Room as a must. But more in a way to control momentum and bringing an unexpected Trick Room gains it as such. I did run Jolly max speed Kangaskhan so to show the nature of the team. Since Fake Out is always appreciated for Trick Room.

chandelure.gif


Chandelure @ Safety Goggles
Ability: Flash Fire
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Shadow Ball
- Trick Room
- Protect

To the second part of the core. Gastrodon has a good match up with the metagame now since it reliably beats Thundurus (grass knot is not seen on life orb variants anymore), Landorus, Aegislash, Heatran, Salamence and bulky Water-Types. It means between the two they have effective ways of dealing with the majority of the large metagame threats. Both operate in and out of Trick Room via the use of aggressive speed control options such as Thunder Wave. Again something my team used as another mode of control.

Gastrodon does not fare well against Grass-Types (surprise surprise) but Chandelure beats most easily other than ludicolo. But sand helped ease the match up with this little tyke. Intimidate again helps support it in completing the roles it fulfills since it increase bulk.

The spread is mine. I will link an article I did months ago. While possibly out dated due to not being aware of future trends at the time. It effectively describes the spread a bit better so it should help if anyone wanted to know the reasoning behind it. A quick note is the speed ivs do underspeed and ko Aegislash in blade form. So it helps ease match ups against the most common Ghost-Type.

I chose Muddy Water over Scald since for Trick Room this team needs to capitalize if Trick Room is set up. While the accuracy is shaky at best. You pressure switches due to the accuracy drops and if give a boost since Gastrodon seems to get boosted enough then it does stack up damage. Earth Power for accurate stab and Ice Beam to directly pick up Knock Outs.

gastrodon-east.gif


Gastrodon @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 148 HP / 164 Def / 100 SpA / 96 SpD
Modest Nature
IVs: 27 Spe
- Muddy Water
- Earth Power
- Ice Beam
- Protect

I will put in some videos now. If you give me a moment since I don't want to lose my hard work since it looks so lovely. I can't see any text implying that Pokemon together were not allowed. So this should more than be adequate. However if you feel I need to explain something better. Please do let me know and I will my best to comply.

Battle Videos:

http://replay.pokemonshowdown.com/vgc2015-280143353

http://replay.pokemonshowdown.com/vgc2015-280145829

http://replay.pokemonshowdown.com/vgc2015-280154962

I quickly laddered at 4 am aw man. So if they are rubbish battles let me know and I will ladder when I can think better :)

I used that same Chandelure on the June International Challenge with focus sash instead goggles, and it worked well as an unexpected TR setter, but misses some important KO, (even using Fire Blast instead Heat Wave) and Heatran, Scrafty, Sucker Punch Kangaskhan and even Aegislash give it a lot of trouble once TR is sett, considering your opponent usually focus on Chandelure expecting a Choice sscarf set. Instead Gastrodon i use WideWard Swampert to protect from Rock Slide. I don't know the rest of your team, but Conkeldur work well as a partner, because he can take bisharp heatran and khangaskhan, and Swampert protec him of Hyper Voice spam
 
I used that same Chandelure on the June International Challenge with focus sash instead goggles, and it worked well as an unexpected TR setter, but misses some important KO, (even using Fire Blast instead Heat Wave) and Heatran, Scrafty, Sucker Punch Kangaskhan and even Aegislash give it a lot of trouble once TR is sett, considering your opponent usually focus on Chandelure expecting a Choice sscarf set. Instead Gastrodon i use WideWard Swampert to protect from Rock Slide. I don't know the rest of your team, but Conkeldur work well as a partner, because he can take bisharp heatran and khangaskhan, and Swampert protec him of Hyper Voice spam

I totally agree with your point on sash. It really is the better item since it allows Chandelure to beat things more effectively. I ran Tyranitar since it suits my playstyle a lot. So goggles was the better choice and improves Gardevoir/ Amoongus match ups.

Scrafty is annoying to deal with and so trying to fit a fairy on the team could be a good way to control it better. On to the point of Sucker Punch. Intimidate allows 252 hp Chandelure to survive 252+ Sucker Punch from Kangaskhan. So the prime user can not ko it if anyone wanted to know. I play with the idea that it can miss kos so chip damage is vital in allowing it to effectively do its job. Hence the spread damage on both prime users together.

Edit: Actually you should keep in mind that you could run Wide Guard Conkeldurr. Something which is making me think on additions I could adapt to my team. It might serve a better role if I do some switches. But I am thinking a Steel-Type just needs to be on since fairies just overwhelming even with large physical threats on the team such as Kangaskhan and AV Landorus-T.
 
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